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Scientific Foundation SPIROSKI, Skopje, Republic of Macedonia

Open Access Macedonian Journal of Medical Sciences. 2021 Aug 03; 9(F):260-274. https://doi.org/10.3889/oamjms.2021.6234
eISSN: 1857-9655
Category: F - Review Articles
Section: Systematic Review Article

The Impact of Online Game Addiction on Adolescent Mental Health:


A Systematic Review and Meta-analysis
Eni Purwaningsih1, Ira Nurmala2*

Department of Health Promotion and Behavioral Sciences, Master Program of Public Health Sciences, Faculty of Public
1

Health, Universitas Airlangga, Surabaya, Indonesia; 2Department of Health Promotion and Behavioral Sciences, Faculty of
Public Health, Universitas Airlangga, Surabaya, Indonesia

Abstract
Edited by: Eli BACKGROUND: The World Health Organization in 2019 determined internet gaming disorder (IGD) to be mental health
Djulejic Citation: Purwaningsih E, Nurmala I. The Impact
of Online Game Addiction on Adolescent Mental Health: A
disorder. Among adolescents, excessive online gameplay has become a lifestyle. It associated with psychological symptoms
Systematic Review and Meta-analysis. Open Access Maced (psychopathological symptoms and life satisfaction), social health (social interactions), and physical health (general health
J Med Sci. 2021 Aug 03; 9(F):260-274.
https://doi.org/10.3889/oamjms.2021.6234
and body mass index). The emergency department has now become a global problem.
Keywords: Adolescent; Good health and wellbeing;
Mental health; Online game addiction AIM: This study aims to analyze the impact of online game addiction on adolescents using the Preferred Reporting Items for
*Correspondence: Ira Nurmala, Faculty of Public Systematic Reviews (PRISMA) approach.
Health - Universitas Airlangga, Surabaya, Indonesia.
E-mail: iranurmala@fkm.unair.ac.id MATERIALS AND METHODS: Subjects were searched extensively in PubMed, Sage, Science Direct, and Scopus
Received: 19-Apr-2021
Revised: 19-May-2021 databases. Searches used the keywords “online game addiction,” “mental health,” and “adolescent.” The inclusion criteria in
Accepted: 24-Jul-2021 the Pustaka study are the type of source journal, the article is written in English, the full text is available, the publication year
Copyright: © 2021 Eni Purwaningsih, Ira Nurmala
Funding: This research did not receive any financial limit is 2011–2021, and the subject’s age is 13–18 years old.
support
Competing Interest: The authors have declared that no RESULTS: We identified 81 articles, of which 20 were deemed relevant for this systematic review. This review study shows
competing interest exists that problematic online gaming behavior has strong negative correlation with various subjective health outcomes. Further
Open Access: This is an open-access article distributed under
the terms of the Creative Commons Attribution- analysis using Review Manager 5.3 for meta-analysis showed that adolescents with online game addiction could increase
NonCommercial 4.0 International License (CC BY-NC 4.0) mental health disorders by 1.57 times than adolescents without online game addiction (adjusted odd ratio = 1.57 (1.28–1.94);
p ≤ 0.001.
CONCLUSION: Early prevention efforts relevant to adolescents from the IGD, namely, the wise use of the internet/ gadgets,
are the only option to avoid or reduce the symptoms of internet addiction and online games.

discussed, and, since then, the concept has been widely studied
Background and debated. Although it has been treated form different
angels and researchers have used additional
Digital technology is currently advancing rapidly, terms, “internet addiction” has become one of the most
making it easier for everyone to connect and share the same commonly used terms, along with “internet use is
interests without any obstacles across geographic and problematic” [4]. As the social problem of online gaming
temporal boundaries, convenient, flexible to reach, and addiction has become widespread, online gaming has
affordable in developed countries; from these many become viewed negatively such as gambling or alcohol
advantages, there are also concerns among researchers addiction [5]. With the rapid surge in the population of
related to the use of digital technology exaggerated [1]. One internet users, IA has become an increasing mental health
of the digital technologies that are currently in existence is problem worldwide, raising public concern [2]. Healthily
online games. Online game games are currently booming using the internet can be understood as achieving the
among adolescent worldwide, even desired goal in an appropriate time frame without
tournaments/competitions are held in playing them, which experiencing any intellectual or behavioral discomfort [6].
are integrated by the players’ social networks. Internet IA is described as an individual’s inability to control their use
addiction (IA) is currently considered a global problem with of the internet, which causes disruption and disruption in
possible implications for mental health [2], [3]. fulfilling work, social, and personal commitments and
The way people interact with technology is appears to have similarities with the category other aspects
constantly changing. New behaviors have improved, social of behavior and substance use [6].
and recreational activities have changed, and new Since their commercial introduction in the 1970s,
psychological problems have arisen. In the late 1990s, video games have become an integral part of modern leisure
concerns about addictive internet use were and entertainment. In particular, internet video

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games, particularly massively multiplayer online (MMO) This systematic review research and meta-
games, have gained increasing research attention based on a analysis raised the theme of the impact of online game
compelling combination of functionality, socialization and addiction on adolescent mental health. The independent
development of play have many positive benefits and may variables analyzed were online game addiction. Research
improve endurance, spatial visualization, problem solving, that discusses data on online game addiction is considered
communication skills, as well as educational and therapeutic important because of its rarity. The dependent variable
benefits. However, the harmful effects of excessive gambling analyzed is adolescent mental health. The number of
in a small group of individuals have also been demonstrated relevant research published and accessible is still small and
experimentally. This can include increased aggressive also has data access problems [12]. Most of the statistical
behavior and preoccupation, increased impulsivity and a results reported are in percentage, correlation or only
tendency to play addictive games. Stavropoulos research significant (p-value), where the study does not control for
investigating the adverse effects of gaming has led to confounding factors (confounding factors).
developing and introducing diagnostic terminologies such
as internet gaming disorder (IGD) and IA [7]. Confounding factors affect the relationship or
effect of exposure to the occurrence of the disease estimated
According to Nie et al., 2002 [9], about “bad by the study that is not the same as the relationship or effect
internet” versus “good internet” is the current debate by that actually occurs in the target population, so that the
reviewing the influence of internet use on social skills. The outcome invalid studies [12]. This systematic study and
essence of socializing is personal interaction (face to face) and meta-analysis uses studies that control the confounding
friendliness. On the one hand, the internet leads to more and factors that can be seen from the research inclusion
better social relations by creating another medium of requirements, namely, using multivariate analysis and the
communication to friends and family and seeking new statistical results reported are adjusted odd ratio.
relationships without geographical, cultural, and time
boundaries. However, on the other hand, it is predicted The combined estimate of the impact of online
that internet use can be socially isolating because time in game addiction on adolescent mental health was processed
using the internet often sacrifices social activities and face- using the RevMan 5.3 application with the generic inverse-
to-face interpersonal interactions [8]. variance method [13], [14]. This method is used to analyze
data in the form of rate, time to event (time-to-event),
Tateno et al. 2019, in his research, found that the hazard ratio (hazard ratio), ordinal scale, adjusted estimate
trend of men preferring games in their internet usage. At the (adjusted estimate), and difference of mean or ratio of
same time, women use the internet mainly for social mean.
networking through smartphones, and the average SAS-SV
score (the Smartphone Addiction Scale [SAS]-Short Version) The results of systematic studies and meta-
higher in women. According to the primary purpose of analyses are presented in the form of forest plots and
internet use, a two-group comparison between gamers and funnel plots. The forest plot shows visually the magnitude
social media users shows that gamers use the internet longer of variation (heterogeneity). The funnel plot shows the
and have significantly higher average the internet addiction relationship between the study’s effect size and the sample
test (IAT) and HQ-25 scores [9]. size of the various studies studied, which can be measured
in different ways [12].
During adolescence, new developmental tasks can
pose significant challenges and psychological stress to the Various studies have been conducted to reduce the
adolescent. In addition to practical problem-solving strategies, risk and impact of online game addiction on adolescent
dysfunctional stress management strategies are often used mental health. And also most of the existing research is based
to address these developmental tasks while also dealing on schools and adolescents, so this study looks at the impact
with the struggle for freedom (from parental restraints, for of online game addiction on adolescent mental health, but the
example) or self-discovery. Given the pervasive pattern of results of the research still do not show consistent results.
problematic behaviors associated with adolescent digital Further analysis is needed to get a convincing conclusion
media use, it seems quite appropriate to test whether there is regarding the impact of online game addiction on
an empirical relationship [10]. Addressing the issue of online adolescent mental health using a systematic review and
gaming and the issue of mental health consequences meta-analysis.
children and adolescents playing online games is important
given the usual trajectory of neurodevelopment;
adolescence is characterized by increased maturation of the
limbic system, which makes adolescents more likely to Methods
engage in addictive behavior than adults [11]. Therefore,
this study set out to systematically examine the impact of
online game addiction behavior on adolescent mental Strategies for finding relevant studies
health. Articles published in English are searched on
PubMed, Science direct, Sage and Scopus. Relevant

2 https://oamjms.eu/index.php/mjms/index
F - Review Systematic Review

literature was searched from February to March 2021. online game addiction symptoms and their implications for
Publication time is limited to 2011–2021. Search terms adolescents’ mental and physical health. The articles are then
were “online game addiction,” “mental health,” and compared and grouped into broad categories. The last
“adolescent.” The technique used for keywords uses collection of articles was tabulated, and the main findings of
Boolean operators and truncation to broaden and narrow the each article were mapped to share the latest knowledge
search. Results from four databases yielded 81 articles. As about online gaming addiction. The following data were
the initial layer, the title and abstract are read and filtered taken from each article: Author, year and place of study,
independently by the main author and checked by the study design, and the main purpose of the study. Guided by
second author. Any articles that are not relevant to the research questions, what are the characteristics of online
topic of online game addiction are immediately removed. game addiction symptoms, and their implications for the
Inclusion criteria include journals in English published in the mental and physical health of adolescents. The articles are
past ten years, data collected both qualitatively and then compared and grouped into broad categories.
quantitatively or a combination of both, focus of study on
adolescents 13–18 years, and the full text is available.
After being collected, 81 articles were carefully
examined for relevance so that 20 articles were finally
selected to be included in the scoping review of this journal.
Results
The last collection of articles was tabulated, and the main
findings of each article were mapped to share the latest
Results that the results obtained from 20 articles
knowledge about online gaming addiction. The following
analyzed showed that almost all articles discussed and
data were taken from each article: Author, year and place of
showed results about the impact of online game addiction
study, study design, and the primary purpose of the study.
on adolescent mental health. This impact does not only
Guided by research questions, what are the characteristics
occur in adolescents, but also in adults. The results of the
of online game addiction symptoms and their implications for
analysis also found that family relationships play an
adolescents’ mental and physical health. The articles are then
important role and maybe one of the risk/protective factors
compared and grouped into broad categories. Eighty-one
associated with the IGD, which has been explored as
articles were carefully examined for relevance so that 20
perceived family disharmony, parental inconsistency, family
articles were finally selected to be included in the scope
dysfunction, poverty, and family relationship problems
review of this journal. The last collection of articles was
[15].
tabulated, and the main findings of each article were
mapped to share the latest knowledge about online gaming Review several articles also explain the risk
addiction. The following data were taken from each article: factors and symptoms of the emergency department. They
Author, year and place of study, study design, and the also explain the prevention and treatment of the emergency
primary purpose of the study. Guided by research questions, department and policy recommendations for handling the
what are the characteristics of online game addiction emergency department in the field of public health. Based on
symptoms and their implications for adolescents’ mental the 20 articles analyzed (Table 1 and 2), seven studies (35%)
and physical health. The were studies in 2019.

Table 1: General characteristics of selected studies (n=20)


articles are then compared and grouped into broad
categories. Eighty-one articles were carefully examined for Category n %
Publish year
relevance so that 20 articles were finally selected to be 2011 - -
2012 - -
included in the scope review of this journal. The last 2013 - -
collection of articles was tabulated, and the main findings of 2014 1 5
2015 1 5
each article were mapped to share the latest knowledge 2016 -
about online gaming addiction. The following data were taken 2017
2018
2
2
10
10
from each article: Author, year and place of study, study 2019 7 35
2020 6 30
design, and the main purpose of the study. Guided by 2021 1 5
research questions, what are the characteristics of online Total 20 Articles 100%
Research location (country)
game addiction symptoms and their implications for Italy 1 6.7
adolescents’ mental and physical health. The articles are Spanish
India
2
1
13.3
6.7
then compared and grouped into broad categories. The last Germany 2 13.3
Korea 2 13.3
collection of articles was tabulated, and the main findings of Hong Kong 1 6.7
each article were mapped to share the latest knowledge Taiwan 2 13.3
Finland 1 6.7
about online gaming addiction. The following data were Saudi Arabia 1 6.7
taken from each article: Author, year and place of study, Belgium
United Kingdom
1
2
6.7
13.3
study design, and the main purpose of the study. China 1 6.7
Turkey 1 6.7
Guided Spain 1 6.7
by research questions, what are the characteristics of Germany & Austria
Total
1
20 Articles
6.7
100%

2 https://oamjms.eu/index.php/mjms/index
Purwaningsih and Nurmala. Online Game Addiction on Adolescent Mental

Type of game online The American Psychiatric Association (APA)


addiction definition of IGD in the Diagnostic and Statistical
th
Problematic internet use (PIU)
Manual of Mental Disorders (DSM-5) 5 Edition follows
There are many terms and concepts regarding PIU the criteria for substance abuse and problem gambling.
in the existing literature. When first introduced by 1. Having fun with gambling
Young, “Internet Addiction” was the most common term, as 2. Withdrawal symptoms from not playing the game
the diagnostic criteria proposed were based on the measures 3. Tolerance, need to spend more time gambling
applied to the disease. However, in the absence of a 4. Unable to stop or control gambling
prolonged formal diagnosis, the study by Lai and Kwan’s 5. Loss of interest in recreational activities other than
2017 switched to the use of other terms or definitions such games
as “problematic internet use” (PIU) and “compulsive 6. Continuing to play despite psychosocial problems
internet use” to avoid confusion with psychiatric disorders. 7. Lying and deceiving others about games numbers
Identified in Study I, there is an indirect negative effect of 8. Using video games to escape negative moods or
family income on PIU through better relationships with life problems real life
teachers, leading to greater use of the internet in learning 9. Loss or risk of losing meaningful relationship,
and therefore better learning outcomes. The early stages of career, or educational opportunity as a result of
mediation are not a surprising finding, as the previous gambling.
research has shown that students from older families tend to In the latest edition of the ICD-11, online gaming
have better relationships with teachers and better behavior is included as a diagnosis including addiction
interpersonal relationships in general, possibly due to more disorders. In ICD-11 gaming disorder is characterized by
developed social and communication skills [16]. persistent or repetitive patterns of digital gaming or
video game behavior that may manifest online or offline as.
1. Impaired control over game (e.g., onset,
IA frequency, intensity, stopping duration, and
IA can be defined as the inability to control one’s context)
internet use with negative consequences and long term for a 2. Increase the priority given to playing games in the
considerable time [17]. However, there is no general sense that games take precedence over daily
consensus on the definition of IA. Research shows that interests and activities over other life
addiction is actually linked to the use of certain online 3. Continuation or escalation of the game despite
activities, meaning that each addiction is characterized by a negative consequences [21].
certain behavioral behavior according to this viewpoint The above behavior patterns are quite severe
considers certain common elements in the spectrum of enough to cause significant damage in the areas of personal,
addiction must be recognized as impulsive personality and family, social, educational, work, or other essential
addictive personality [17]. functions [22].
According to research by Fernández-Villa et
al., 2015 [23], found a significant relationship between
IGD several health problems (migraine, back pain, overweight
The definition of game addiction refers to the or obesity, and insufficient rest), psychological aspects (risk
excessive and compulsive use of video games resulting in of eating disorders, risk of mental disorders, and
social and emotional problems; despite these problems, and depression), family problems and discrimination, without
the player cannot control the use of video games [5]. any association with substance use (alcohol, marijuana, or
Increase in the time and frequency of online games can lead tobacco) was found. However, for some players, overuse
to negative consequences, the most consequences discussed fosters dependence, leading to negative psychosocial and
consequences in the scientific literature being IGD and health consequences konsekuensi [24].
aggressive behavior in boys playing certain actions. IGD A literature review conducted by Mihara and
was recently introduced in the Nosology textbook as an Higuchi found that the prevalence of IGD ranges from 0.7%
addictive behavior disorder. The International Classification to 27.5%, depending on the sample. The rate is higher for
of Diseases 11th edition (ICD-11) considers IGD among men than for women and tends to be higher for young people.
addictions beyond the fact that addictive behavior involves The prevalence rates found in different studies also vary
the use of psychostimulants and is characterized primarily by slightly from country to country. Factors associated with IGD
greed. Repeated and continuous engagement in online are gambling characteristics, demographic variables, family
games results in clinically severe pain, with a broad socioeconomic level, and academic performance [25].
spectrum of psychological problems including depression,
anxiety, social phobia, poor school performance
(achievement), and sleep deprivation[18], [19], [20].

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IA/addiction (such as online gaming) has attending universities in Belgium, questioned the validity of
detrimental effects on the lives of adolescents, such as the IGD DSM-5 Criteria using the original method of
reduced academic performance, physical and mental health
multiple classifiers. This study requires further development
and adolescent relationships. Therefore, monitoring internet
and refinement of the diagnostic criteria used to define the
usage behavior such as online gaming among adolescents is
IGD on a broader level. In particular, Deleuze et al. believe
necessary for early detection of IA. IGD is associated with
that establishing a specific list of diagnostic criteria for IGD
well-documented psychological distress. For example, the
also requires focusing on the unique psychological and
IGD has been associated with depression, anxiety,
behavioral characteristics associated with the disease [31],
obsessive- compulsive behavior with inattention,
rather than simply exploiting the similarities with substance
hyperactivity, low self-esteem, loneliness, and social
phobia [26], [27]. A study in India stated that depression is abuse disorders. In addition, the diagnostic criteria must
a major comorbid disorder of IA, self-esteem is an make it possible to separate the increased healthy
individual’s attitude toward himself which can be positive or association with the pathology to limit the risk of
negative and is understood as one of the core components of pathologically normal behavior. Regarding the latter, the
depression. Thus, individuals with irrational cognitive latest guidelines provided by the World Health
assumptions about themselves are likely to have lower self- Organization (WHO) (2017) in the beta version of the 11th
esteem and tend to engage in addictive behaviors that help revision of the ICD appear to be an improvement, as they
them temporarily break away from their cognitive premises do not include peripheral criteria and take explicitly take
about themselves [5]. into account the functional impairment as a mandatory
diagnostic criterion.
In a study conducted by Niko Mannikko, Joel
Billiex and Maria Kaariainen Oulu with the topic A study in Korea on the gap between self- report
“Problematic digital gaming behavior and its relation and clinical diagnosis of IGD in adolescents conducted by
to the psychological, social and physical health of Jeong et al. 2018 concluded that the difference in
Finnish adolescents and young adults” the results diagnosis was IGD between self- report and clinical
showed a significant relationship between fatigue, diagnosis reveals limits of self- measurement. Various
depression, anxiety, trouble sleeping, and problems when strategies are needed to fill the gap in self-assessment
focusing on problem gaming scores (online game addiction) methodology for IGD assessment. It is difficult to
[28]. accurately assess adolescents risk behaviors using self-
reported questionnaires. Adolescents at risk for various
A study conducted by Han et al., 2020, examined
disorders may not want to reveal specific facts about
the relationship between the genre of online gambling and
themselves, and they may deliberately conceal risky
IGD risk of erectile dysfunction in school- going
behavior that is not socially desirable. The effects of
adolescents. The research subjects are only users of online
social desirability can threaten the validity of the results
games and the general characteristics show that the
because the responses are systematically biased by
percentage of boys (67.7%) is higher than that of girls.
definition respondent, who wanted to present themselves in
Overall, the rate of gambling use by gender tends to be
higher for men than for women. A 2015 survey of gaming a favorable condition, may or may not consciously adjust
usage rates in the general population found that among all their responses to make their behavior less deviant and
online gaming users, the percentage of men was 66.3%, a more social as the social desire bias causes players to
trend consistent with the current survey [16]. Meanwhile, underreport their playing time to online games can also
the prevalence of IGD in high-risk individuals was 10.1% in signal a lack of time to play games for other reasons (e.g.,
this study, similar to the 11.5% and 9.0% reported by the losing track of time while immersed in an activity). The
previous studies of IGD prevalence [25], [26]. However, way data are collected can influence the degree of social
due to the differences in the tools is used in each study [29]. desire bias may or may not consciously adjust their
responses to make their behavior less deviant and the more
Research conducted byAlshehri and Mohamed, 2019 social postulate that social desire bias causes gamers to
in Saudi Arabia shows that playing video games negatively underreport their playing time. Individuals who play online
affects men’s health, social relationships, and physical
games may also underreport gaming time for other reasons
activity. The most negative endpoint was the correlation
(e.g., lost track of time while immersed in an activity). The
between video games and physical activity (r = 0.49),
way data are collected can affect the degree of social
followed by social relationships (r = 0.42) and BMI (r =
desirability bias [32].
0.31). The lowest results were in health (r = 0.20). More
empirical investigations are needed to explore the deeper According to Volmer et al., 2014 research results
effects of video games on different groups in Saudi society, on adolescents in Turkey concluded that the types of
including the general population, employees, and school adolescents who play online games at night may be more
types, and different students [30]. prone to computer game addiction than the types of
adolescents who play online games in the morning [33].
In a study conducted by Deleuze et al., 2017
with participants who were players over 18

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Purwaningsih and Nurmala. Online Game Addiction on Adolescent Mental

Risk factor of online game addiction satisfaction with family relationships was the most
User motivation to play online games important predicting of IA severe, followed by the use of
instant messaging (messenger), watching movies, the fun-
The IGD risk factor is the user’s motivation
seeking system (behavioral approach system [BAS]), and
for play online games. Higher risk when the reason is to
the Behavioral Inhibition System that scored high.
relieve stress, and or avoid reality. This motive is associated
Meanwhile, poor father’s work, poor BAS drive, and
with specific games such as first-person shooters, which
online gaming were significantly associated with severe IA
play for skill and control, but a third of online
symptoms [35], [36]. While, ADHD symptoms include
multiplayer games play (MMORPG) that players play to
inattention, hyperactivity, impulsivity, and oppositional
relieve stress and deal with boring daily activities. Wanting
symptoms of oppositional (aggressive) disorders [36], [37].
to escape reality is a necessary motivation when faced with
The previous studies explored these aspects in subjects with
the problem of using online games. However, there are
IGD and has led researchers to propose a classification of
serious gaps in research on the effects of online gaming, as
different types of players. Lee and collaborators identified
some studies have taken gaming platforms into account.
three main types: Impulsive/aggressive gamers, emotionally
Most studies on the health effects of online gaming have
vulnerable players, and socially conditioned players [2].
focused on the effects of online gaming on personal
computers, specifically the MMO battle arena games Jia et al., 2021 summarize internet overuse’s
MMORIX dynamic findings and clarify how peer transmission occurs
240 (MOBAS). However, CVG smartphones like Candy with Internet overuse behavior and peer attitudes toward
Crush Saga can be addictive because they can be played internet overuse [38]. According to Choi et al. 2018 in his
anywhere and anytime for entertainment, connecting with research showed the results that adolescents from dual-
friends, enjoying the feeling of victory while relaxing or income families had a significant relationship with all
killing time, and the use of these games is lonely and factors of online game addiction and juvenile delinquency
lacks of self-control [18]. [4].

Types of online games Impact of the emergency room


At present, the most popular video games are Hui et al. 2019 wrote that online gaming is a
MMO role-playing games (MMORPGs), flash games, and global concern, especially in China. According to the China
online slots. MMORPGs are online role- playing game that Internet Network Information Center, the number of
mainly focuses on fantasy stories or storyline conflicts. It is domestic online game players has increased from 336
about creating a digital avatar, an identity and an appearance, million to 422 million in the past 5 years, achieving a growth
and a virtual world where the players interact through their rate of 25%. Although recognized for recreational function of
avatar [3]. Yee’s three motivators in Goh et al., 2019 to online gaming, excessive and prolonged online gaming can
play MMORPG (Directing, Social Interaction, and Inclusion) have adverse effects, including poor academic
were tested as a mediator between playtime and performance, poor health, and feelings of loneliness, as well
psychological well-being. Research found that an increase as a lack of real relationships. More seriously and
in gaming was associated with lower psychological well- specifically, online gamers may eventually develop an IGD,
being, especially when players had a greater incentive to which has been labeled as a condition for further
indulge and avoid, leading to a negative relationship investigation in the DSM-5 and recognized as a new
between alcohol use and addiction, using games to escape mental health condition in the 11th WHO as a new mental
real-life problems and poor mental health [34]. health problem, edition of the ICD-11. As high schools,
technical high schools, technical schools, and college
students make up the majority (55%) of Chinese online
IGD and family relationship game players, further research attention should be devoted
to reduce the risk of IGD on campus [39].
Emerging evidence suggests that family
relationships play an important role and maybe one of the Kumcagiz’s research in Turkey showed the results
risk/protective factors associated with the IGD that has been of a one-way ANOVA test that students whose fathers had
explored as perceived family disharmony, parental a low level of education were more likely to have higher
inconsistency, family dysfunction, poverty, and family IA scores than students whose fathers had a high level of
relationship problems [15]. education. The results of Pearson’s product-moment
correlation coefficient showed that students’ IA scores were
From the study on “Multi-dimensional correlates
negatively correlated with age, mean grades, maternal care,
of IA symptoms in adolescents with
maternal overprotection, paternal overprotection, and
attention-deficit/hyperactivity disorder” conducted by Chou
paternal overprotection. However, the stepwise regression
et al. in some adolescents (11–18 years old) diagnosed with analysis results showed that the most important predictors
ADHD (attention-deficit/hyperactivity disorder symptoms) of IA
in Taiwan results show that low

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scores were maternal overprotection and paternal and community nurses play an important role in the early
overprotection; the results also show that age, mean grades, recognition and timely provision of IGD care [44].
maternal care, and paternal care [40].
Research by Lin et al., 2014 [41] on adolescents in
Taiwan showed that adolescents with IA were more likely IGD screening tools-TIG TOC and
to have suicidal ideation and attempts. Given that IA is instruments problematic internet use questionnaire
associated with depression, low-income family support, and (PIQ)
low self-esteem, these factors increase the risk of suicide.
In today’s modern era cannot be separated from
the internet and online games. However, it is important to
Treatment of online game addiction wisely control their use and distinguish between
problematic and non-problematic games to play, especially
Cognitive behavioral therapy (CBT)- for adolescent. There needs to be a screening tool that can
based manual treatment determine clinically and identify game disorders for
In 2013, the APA included IGD in the fifth edition individuals who need professional help. When discussing
of the DSM-5 [43] in the attachment to DSM 5, it is added characteristics related to online game addiction problems,
that the emergency department is included as a condition one of the variables often mentioned is excessive use,
that requires further research before being classified as an namely, the amount of time spent playing online games.
official mental disorder [31]. The WHO in 2019 determined According to Sun et al., 2020, the sensitivity and specificity
that the IGD is one of the mental health disorders [43]. of time spent playing online games do not adequately serve
According to the two organizations, IGD disorder refers to as a screening tool to assess the risk of online gaming
a minimum period of out-of-control behavior. The priority disorder. The greatest strength of the current study is that
is internet games such as online games and neglecting other we evaluated the criteria-related validity of the TIGTOC
activities such as social activities, work, study, recreation, using a methodology that met the Quality Assessment of
and other important activities that cause adverse effects. In Diagnostic Accuracy Studies tool — International quality
adolescents, it can be in the form of decreased achievement, standards for diagnostic studies. To do so, a blind mental
lazy to study and others. Other technology-mediated behaviors health specialist conducted a one-on- one diagnostic
are thought to be linked to adverse mental health effects, interview with all subjects to establish an IGD diagnosis
including the use of social media, smartphones, and online based on the DSM-5 criteria; this diagnosis is used as the
pornography [1]. external gold standard. In this study, the empirical cutoff
According to Wolfling et al., 2019, the long-term score on the TIGTOC was sufficient to distinguish between
treatment for internet and computer game addiction is non-problematic and problematic use of online games. In
manual treatment based on CBT for 15 weeks for IA. This addition, Sun Je Jo found that TIG-TOC scores were
model is based on the integrated process model of internet positively associated with weekly time spent playing online
addiction (InPRIA-model) which conceptualizes IA due to a games, measures of IA obtained through the IAT, ADHD
dynamic interaction of individual factors, online activity symptoms, and depressive symptoms; TIGTOC is a
features, dysfunctional coping strategies, and addiction- reliable tool with a high Cronbach alpha. However, despite
specific cognitive biases. Treatment phase overview 15- the strength that the gold standard for ED diagnosis is
minute group sessions (100 min) and eight individual determined through such a rigorous process [11].
sessions (60 min) interspersed in the program to promote
According to Rodda et al. [46], although evidence
treatment motivation and provide crisis intervention. A
suggests that most people self-medicate their IA, little is
clinical psychologist carries out therapy or physical doctor
known about the type, or efficacy, of the methods they
who has completed psychotherapy training and is
employ. Technology addiction may contribute to poor
undergoing CBT training continued [43].
academic performance and depression. This requires studies
Many terms have been used to describe IGD in the on a larger scale, with interventions for judicious use of
literature including internet game addiction, online game gadgets [46].
addiction, computer game addiction, and pathological
game. Following the APA category, the term IGD is used in A study in Japan provided evidence of the
the current article. The IGD as a newly proposed mental Japanese version of the PIQ. In this study, the shortened form
disorder was not recognized by primary care providers of the PIUQ is the shortest continuous scale available to
(PCPs) in its infancy. However, the IGD cannot be ignored assess PIU in Japan. Due to its concise and convenient format,
and is a severe health problem, likely to be underreported this newly translated measure will facilitate investigation of
and underestimated in clinical practice. PCPs from various PIU in the Japanese population and provide a screening tool
disciplines, including family physicians, mental health and allow cross-cultural comparisons. It will also be useful
counselors, for assessment in the evaluation, prevention, and treatment
of PIU in public health [47].

2 https://oamjms.eu/index.php/mjms/index
Purwaningsih and Nurmala. Online Game Addiction on Adolescent Mental

Policy recommendations that will develop especially in young people and those with
Approach to stakeholders mental health problems. For online gaming, there needs to
be establishing a framework for appropriate and non-
To prevent the emergence of problematic use of
conforming product design and requirements for consumer
technology and reduce harm, a multi-stakeholder
protection tools such as limiting in-game spending and
approaches such as researchers, doctors, regulators,
time. Research is needed that informs the suitability of
government agencies, community organizations, and
using certain digital technologies across user age groups
industry is used. Relevant government agencies and
and implementing relevant user protections. Implications
industries that benefit from the implementation of online
for clinical practice include establishing dialogue among
games such as online gambling, have a duty to maintain,
experts in the field, including physicians, social workers,
social responsibility, and moral obligations to avoid
educators, technology users, and other interested people. A
practices that can increase losses due to online gambling
good balance must be struck where everyday behaviors are
games and take active steps to prevent and reduce the
not pathological and risky behaviors are identified and
hazards associated with them. Likewise, user protection
prevented from developing into problematic behaviors. A
and prevention of harm are clinical and moral obligations
developmental perspective needs to be considered when
for professionals who work in online games and activities
young users and behavioral problems need to be
that can potentially harm users. There is a need for user
contextualized according to the families involved in the
information and behavioral prevention approaches adopted
treatment [1]. In addition, providing information and
in different countries, focusing on skill- building, protecting
interventions appear to be a critical public health strategy
users, limiting any harm, and simultaneously assessing
for preventing and addressing problems in all settings [49].
risky behavior. Community organizations and
governments should engage in education and awareness
campaigns to help technology users develop the skills and
Promoting education on offline and online
behaviors critical of the content they consume and
health behavior in adolescent populations
develop safe practices such as boundary setting. There is a
need for user information and behavioral prevention The second policy is aimed at all Internet users,
approaches adopted in different countries, focusing on skill- especially those who appear to be at greater risk of
building, protecting users, limiting any harm, and developing addiction problems related to internet use. All
simultaneously assessing risky behavior. Community the studies reviewed have highlighted the general aspects of
organizations and governments should engage in promoting healthy internet use, particularly among
education and awareness campaigns to help technology adolescents and young adults, as some game genres are
users develop the skills and behaviors to be critical of the highly demanding regarding competition and social
content they consume and develop safe practices such as engagement (e.g., MMORPGs). Preventive measures that
boundary setting. There is a need for user information and can be taken include:
behavioral prevention approaches adopted in different 1. To encourage alternative motivation, involvement
countries, focusing on skill-building, protecting users, in alternative entertainment behaviors (also those
limiting any harm, and simultaneously assessing risky including internet use), new coping skills, cognitive
behavior. Community organizations and governments and emotional skills, healthy attachment styles to
should engage in education and awareness campaigns reduce the risk of internet use-related problems
to help technology users develop the skills and behaviors to and to reduce Internet use, if needed (e.g., through
be critical of the content they consume and develop safe alerts and notifications) and to provide alternative
practices such as boundary setting. relaxation options (e.g., reading, meeting people,
and engaging in physical activity)
2. To detect the risk of experiencing comorbidities or
Product design and consumer protection tools other problems and address them with
professional support and the support of
To create norms around technology use behavior and significant others (e.g., caregivers in adolescents)
an understanding of the possible problematic use of and embrace a systemic approach
technology, an international perspective is essential as the 3. Suppose there is a problem with internet use. In
cultural context plays a major role. It is not enough to rely that case, all Internet use-related addictions should
on individual behavior for the prevention of harm ranging be assessed simultaneously, as many of the studies
from mild to severe, government organizations and reviewed were clinical studies on gaming
regulators must also act to prevent products, the addiction, which together with gambling in young
environment and marketing that may be too harmful for adults appear to represent a worst-case scenario in
those most vulnerable to problems this regard [48].

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AQ7 Figure 1: Research Area Map Wilayah

Discussion and higher rates of depression (r = 0.501), anxiety (r =


0.361) and psychoticism (r = 0.431), and lower family and
extra-family relationships (r = 0.383), and lower family and
Research studies around online game addiction and extra-family relationships (r = 0.383). In linear regression
its relationship to adolescent mental health are still very analysis, somatization (p = 0.002), depression (p =
limited. This systematic review study describes the above 0.001), and sleep disturbance (p = 0.003) were
topics regarding the health effects of the IGD in detail predictors of IGD diagnosis. IGD was significantly
starting from the type of IGD, IGD risk factors, and IGD associated with mental health disorders. In line with the
treatment. results of research by Beranuy et al., 2020, a positive and
significant relationship was found between IGDS9-SF
Figure 2 shows the areas where articles were (Internet gaming disorder short- form scale), CERM
published according to the inclusion criteria. The articles in (Mobile-related Experience), and OGD-Q (Online
this study come from three continents, namely, Asia, Gambling Disorder Questionnaire). Participants classified
Europe, and North America. with the IGD had a poorer health-related quality of life.
Almost all selected studies showed the same result, namely,
Screening

the existence of a significant relationship between the


Identificatio

The articles that identified during the search


werenumber
as follow: Pubmed database search were
The
20 articles,
deleted
of articles
Science
Pubmed
after
wasDirect
the duplication
18 articles,
19 articles,
was
Scopus
Science Direct
behavior of the emergency room and the mental health of
37 articles
keywords;was
and Sage
(online
8 articles
game(n
under
addiction)
the
was 18 articles, Scopus was 37 articles, Sage 3 Additional records, adolescents in particular.
8 articles = 80) AND reduplicated in
(mental health) AND (adolescent) (n = 81), Pubmed 1 article (n =
Table 3 shows seven observational study articles
Some articles that were excluded because they were irrelevant to the topic / could not be found in full text, not written in English, and reduplicated (n = 12)
on the impact of online game addiction on adolescent
Filtered Pubmed articles
were 13 articles, Science mental health. Five studies came from the Asian continent
Eligibit

Direct 16 articles, Scopus 36


articles, Sage 4 articles, (n =
(three from Japan, one Korea, and one Taiwan), and the
other two studies came from the North American continent
and the European continent (Mexico and Spain). Suppose
Some full texts of the articles were excluded because they were irrelevant to the topic, and
Full text articles that are
considered eligible (n = not in English (n = 44) adolescent play online and offline games excessively
without knowing the time. In that case, it can cause
Include

adolescent to neglect other activities, even to eat, to have a


destructive impact on their nutritional status. According to
Studies included
in synthesis (n = psychologist Tara Adhisti de Thouars during the
Figure 2: PRISMA flow chart diagram lightHOUSE Indonesia media gathering at Wyl’s Kitchen
di Jakarta on Friday
In De Pascuale’s research, the data showed a
24 February 2017 inEvana Nisa’ul Ammar and Ira Nurmala
positive correlation between higher online game use
2020 eating disorders have a very serious impact, namely,
death, eating disorders themselves are a health problem that
contributes to high mortality rates in clinical cases of
mental disorders. The existence of

2 https://oamjms.eu/index.php/mjms/index
Purwaningsih and Nurmala. Online Game Addiction on Adolescent Mental

AQ6 Table 2: Summary table of selected studies


Author Research design Sample Variable Results
De Pasquale et al. Quantitative 566 young adults (324 boys/242 Online game use, depression, The data showed a positive correlation between higher online
(2020) girls; ages 18–35 years: 22.74 ± anxiety, psychoticism, family game use and higher rates of depression (r = 0.501), anxiety (r =
4.83 years) in Italy relationships, sleep disorders, Data 0.361) and psychoticism (r = 0.431), and lower family and
collected by questionnaire Internet extra-family relationships (r = 0.431) (0.383). In linear regression
Gaming Distraction Scale Short analysis, somatization (p = 0.002), depression (p = 0.001) and sleep
Form (IGD9-SF); the APA symptom disturbance (p = 0.003) were predictors of ED diagnosis. ED was
checklist, based on significantly associated with mental health disorders
the DSM-5 diagnostic criteria for
the ED; Revised Symptom-90
Checklist (SCL-90 R); and the
Social Adaptation Self-Evaluation
Scale (SASS).
Beranuy et al. (2020) Quantitative 535 Vocational Training students in Mobile Phone-Related Experiences A positive and significant relationship was found between
Spain (mean age 18.35 years; SD (CERM), Internet Gaming Disorder IGDS9-SF, CERM, and OGD-Q. Participants classified with the ED had
± 2.13; 78.5% male) who reported Short Form Scale (IGD9-SF), Online a poorer health-related quality of life
playing video games in the last 12 Gambling Disorders Questionnaire
months (OGD-Q), and KIDSCREEN-27
with health-related quality of life

Nitin et al. (2018) a cross-sectional 1763 medical students aged Internet use behavior with Internet addiction is significantly and positively correlated with
study design 18 – 21 years in three cities in India psychological stress, especially psychological distress in medical students in India
depression
Wartberg and Quantitative 633 adolescent problematic alcohol use, Correlation analysis showed a statistically significant positive bivariate
Kammerl (2020) (median age: 15.79 years) in problematic gaming, problematic relationship between the four respective behavioral patterns. Antisocial
Germany social media use, problematic behavior is associated with all problematic behavior patterns. Meanwhile,
Internet use and mental health emotional distress, self-esteem problems and hyperactivity/inattention were
only associated with non-substance-
related problematic behavior patterns
Jo et al. (2020) Cohort Study 2319 teenage internet users in The Three-item-Online-Centered TIGTOC scores were positively associated with time spent playing
Korea Gaming Disorder Test (TIGTOC) online games, depressive symptoms, attention-deficit/hyperactivity
consists of three items using a four- disorder symptoms, and addictive internet use
point Likert scale selected from the
Internet Gaming Induced Symptoms
Screen
(I GUESS)
Lai and Kwan (2017) Quantitative 744 students from two Hong Kong Adolescent problematic Internet In particular, it was found that parental education and family income
secondary schools use and family socio-economic significantly moderated the relationship between the amount of Internet
variables use and the
severity of PIU
Kindt et al. (2019) longitudinal, 418 students aged between 11 and School-related factors such as This study shows the importance of school-related factors in the
randomized 21 years (M = 15.10, SD = 1.97), in absenteeism, school grades, development of the IUD, especially psychological factors that play a role
controlled study Germany procrastination, school-related in the school environment.
social behaviors, and learning
behaviors and IUD symptoms
(Internet use disorder)
Internet use variables (time spent
online and playing games) and
school-related psychological
variables (procrastination, learning
behavior, and social behavior) were
assessed through a self-
report questionnaire
González-Bueso Quantitative 66 ED adolescent patients were Subject’s Personality and Gaussian mixed model cluster analysis was used to classify subjects based
et al. (2020) referred consecutively at a mental Symptom Check List-90 items- on their personality. Two groups based on personality traits were
health center in Barcelona, Spain Revised, all State-Trait Anxiety detected: type I “high comorbid symptoms” (n
Index scales, and DSM-5 IGD = 24), and type II “low comorbid symptoms” (n = 42). Type I includes
criteria higher scores on the traits of introverted, inhibited, doleful, unruly, strong,
antagonistic, condescending and borderline tendencies, and lower scores
on traits histrionic, egotistical and conformable. Type
I scores higher on all 90-item Revised Symptom Check Lists, all
State-Trait Anxiety Index scales, and the ED DSM-5 criteria
Chou et al. (2014) Quantitative A total of 287 adolescents diagnosed Internet addiction, family The results showed that low satisfaction with family relationships was
with ADHD and aged between 11 and relationship satisfaction, instant the strongest predictor of severe internet addiction symptoms, followed
18 years in Taiwan messaging, watching movies, by instant messaging, watching movies, Behavioral Approach System
pleasure-seeking (BAS), Behavioral pleasure-seeking, and high Behavioral Inhibition System scores.
Inhibition System, SES, and online Meanwhile, SES (parental occupational socioeconomic status) low
gaming behavior father's occupation, low BAS drive,
and online gaming were also significantly associated with severe
internet addiction
Lin et al. (2021) Cross Sectional 320 adolescent and siblings Internet gaming disorder, The pair effect of the IGDS-SF9 score on depression, anxiety,
(Taiwan) psychological stress, and sleep stress, and insomnia severity was significant in both adolescents.
Männikkö et al. Cross Sectional 293 respondents aged 13-24 years in problematic gaming behavior, Problematic gaming behavior was associated with psychological and health
(2015) Finland psychological, social, and physical problems, namely fatigue, sleep disturbances, depression and anxiety
health symptoms symptoms. Multiple linear regression showed that weekly play volume,
depression and preference for online social interaction
predicted an increase in problematic gaming symptoms
Han et al. (2020) Cross-Sectional 1,532 high school students using High risk of Internet gaming disorder This cross-sectional study found an association between online game
online games in Seoul, Korea and online game genres genre and ED risk in adolescents who attend school
used by adolescent
Alshehri et al. (2019) Cross-sectional 194 respondents aged 17 .23 + 1.52 Behavior of playing electronic games The results showed that playing electronic games negatively correlated
survey study years in Saudi Arabia with health, social relationships, and with health, social relationships, and physical activity in men. The most
physical activity in men significantly negative was the correlation between electronic games and
physical activity (r = 0.49), followed by social relations (r = 0.42) and
BMI (r = 0.31). The lowest outcome was for
health (r = 0.20)
(Contd...)

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Table 2: (Continued)
Author Research design Sample Variable Results
Deleuze et al. (2017) Quantitative 97 late teenage gamers aged 18 – 39 Behavior of playing online games Comparisons using both approaches (DSM-5 and LCA) failed to identify
in Belgium with IGD criteria. The first is the significant differences in all constructs except for variables related to
classic DSM-5 approach (≥ 5 criteria actual or problematic game behavior
required to support an ED diagnosis). The validity of the ED criteria is questionable, largely concerning their
The second consists of using latent relevance in differentiating high involvement from pathological
class analysis (LCA) for ED criteria involvement in video games video
to differentiate
subgroups of gamers
Goh et al. (2019) Cross-Sectional 165 participants in the UK. amount of time spent playing Results show a significant correlation with higher levels of playtime
DOTA 2 (popular MOBA) and associated with poorer psychological well-being. The “runaway”
psychological well-being motivation partly mediates this relationship. Self-esteem found to
moderate the negative impact of “escape” games on psychological
well-being
Throuvala et al. Quantitative 225 young adults are members of the Parental acceptance-denial theory and The results showed that parental refusal was associated with the
(2019) UK’s online gaming community Internet gaming disorder and occurrence of ED, only through a CSE-mediated effect (core
Mediation and moderation of CSE self-evaluations)
Hui et al. (2019) Quantitative 200 young Chinese adults aged Impact of satisfaction and The results showed that relatedness dissatisfaction positively predicted
18–24 years (mean age = dissatisfaction on autonomy, ED symptoms after controlling for satisfaction and dissatisfaction with
19.48 years) competence, and relatedness in other needs. Also, progression was found to be negatively
explaining Internet gaming predicted by the ED
disorder
Kumcağız (2019) Quantitative 402 students aged 17 to 25 in Student internet addiction in One-way ANOVA results show that students whose fathers have a low
Turkey relation to parental attachment level of education are more likely to have higher internet addiction
and socio-demography scores than students whose fathers have a high level of education. The
results of Pearson’s product-moment correlation coefficient showed that
students’ internet addiction scores were
negatively correlated with age, mean grades, maternal care, maternal
overprotection, paternal overprotection, and paternal overprotection.
However, the results of the stepwise regression analysis showed that the
most important predictors of internet addiction score were
maternal overprotection and paternal overprotection
Buiza-Aguado et al. observational 708 students age 15.6 - 2.7 years Internet gaming addiction (ER), Multivariate analysis showed that IGD+ scores were significantly associated
(2018) transverse study were included. Malaga- South of health, psychosocial, gender, type of with poorer health and psychosocial adjustment (p < 0.001), whereas other
Spain game variables (male gender, online and MMORPG gaming,
and HG) were not significantly associated (p > 0.01)
Wölfling et al. (2019) A multicenter 143 men were randomized to either manual cognitive-behavioral Based on the theoretical model of IA, published and successfully pretested
randomized clinical the treatment group (STICA; n = 72) therapy (CBT), short-term short-term CBT (STICA19,20) was performed at 4 different sites. We
trial or the waiting list control group treatment for internet and included a male sample age, 26 years; range, 17 – 52 years) with addictive
(WLC) (n = 71). The main inclusion computer game addiction online and offline games or IA. This behavior addresses domains outside the
criteria were male gender and internet (STICA), individuals who are Gaming Disorders Category, which will also be provided by the forthcoming
addiction as the main diagnosis in addicted to the internet and International Classification of Diseases, 11th Revision; nevertheless, it shares an
Germany and Austria computer games understanding of behavioral disorders. A total of 52.4% of the patients had a
comorbid mental disorder (mainly mild to moderate depression), and 14.7%
received a
stable psychotropic drug regimen

serious psychological and medical conditions triggers a of suicide. Seeing that the emergency department is equated
person’s psychiatric condition, namely eating disorders with addiction diseases such as narcotics addiction, perhaps
[49]. According to research by Fernández- Villa et al., 2015 the same thing applied to recovery can also be done for
[24] found that a significant relationship between several IA, especially online games, as it is important to have
health problems (migraine, back pain, overweight or family support. This is under the results of a literature
obesity, and insufficient rest), psychological aspects (risk study by Devy Mulia Sari et al., 2021 on drug addicts.
of eating disorders, risk of mental disorders, and The existence of a good family role makes the recovery
depression), family problems and discrimination, without process more effective because a drug abuser will feel
any association with substance use (alcohol, marijuana, or motivated towards the support provided [50].
tobacco) was found. For some players, however, excessive
use fosters dependence which leads to negative Mental health is currently a problem faced by
psychosocial and health consequences. Research by Lin et adolescent, especially during the COVID-19 pandemic. The
al., 2014 on adolescents in Taiwan showed that adolescents use of social media by adolescent has also increased due to the
with internet addiction were more likely to have suicidal coronavirus pandemic. This situation risks an increased risk
ideation and attempts. Given that IA is associated with of a decline in adolescent mental health due to posting self-
depression, poor family support, and low self-esteem, presentations through social media such as Instagram.
these factors increase the risk Tateno in his research found that the trend of men
preferring games in their internet usage while women use
the internet mainly for social networking via smartphones,
and the average SAS-SV score (the SAS-Short Version)
AQ6 Table 3: The impact of online game addiction on adolescent
mental health higher in women, this is in line with the review Ferina
Author (year) Country Adjusted odd ratio 95% CI p-value Agustia Yuarta, Ira Nirmala, 2021 which shows the findings
Aguado et al. (2018)
Borges et al. (2019)
Spanish
Mexico
1.66
1.90
0.54 – 5.10
1.40 – 2.58
0.238
0.050
that social media users are mostly women as much as 51%
Han et al. (2020) Korea 1.52 1.03 – 2.24 0.001 while for men, 49% [51].
Kawabe et al. (2016) Japan 1.42 0.95 – 2.12 0.050
Kojima et al. (2018) Japan 1.81 1.11 – 2.95 0.010
Lin et al. (2014) Taiwan 1.21 1.05 – 1.39 0.002
Otsuka et al. (2019) Japan 2.39 1.36 – 4.20 < 0.001

2 https://oamjms.eu/index.php/mjms/index
Purwaningsih and Nurmala. Online Game Addiction on Adolescent Mental

Figure 3: Forest plot the impact of online game addiction on adolescent mental health

To prevent the emergence of problematic use of mental health disorders by 1.57 times compared to
technology and reduce harm, a multi-stakeholder
adolescents who do not have online game addiction. The
approaches such as researchers, doctors, regulators,
results were statistically significant (p ≤ 0.001).
government agencies, community organizations, and
Heterogeneity (I2) = 53% indicates the spread of
industry is used. There is a need for health promotion about
the dangers of online game addiction in adolescents as an heterogeneous data (random effect model).
intervention measure. However, this is sometimes Figure 4 shows no publication bias indicated by
inconsistent between several stakeholders. This is following the symmetrical shape of the graph, there are three plots on
the qualitative research conducted by Mutmainah et al., the right and three plots on the left. The left plot has a
2020, which showed the results thatnot all stakeholders standard error of 0.2 to moderate. The plot on the right has a
have strong strength, positive attitude, and active interest in standard error between 0.6 and 0.2. The absence of bias can
developing adolescent health promotion media. Only two also be seen from the balanced distance between studies in
stakeholders (health sector and NGO) have a “savior” both the right and left plots.
category because these stakeholders have health programs.
Many stakeholders should be involved, but there is still
overlap in reality, and some stakeholders even say that it is
not important youth health promotion media. Stakeholder
providers tend to have weak power and passive interest
because media youth health promotion is usually given
directly from stakeholder decision makers [51]. The most
possible thing to do health promotion about the dangers of
online game addiction is with confidence in the sustainable
supporting factors recognizing the important role of
stakeholders to advocate the re-activation of peer educator
programs for high school students as a clear sign of support
[53].
Internet technology has dramatically changed
our daily lives and also changed the way we communicate. Figure 4: Funnel plot impact of online game addiction on adolescent
As social media apps become more popular, users are more mental health
closely connected to the internet and time spent with other
people in the real world decreases. Boys often isolate
themselves from the social community to engage in games
online while women use the internet to avoid being
ostracized addicted to the Internet and Smartphones for
Conclusion
their online communication. Mental health providers should
be aware of the seriousness of IA. Wise use of the internet
A systematic study conducted by researchers
is the only relevant prevention at this time to avoid the IGD.
focused on online game addiction and adolescent mental
Figure 3 shows the results of the forest plot of health. Articles based on specific inclusion criteria showed
the impact of online game addiction on adolescent mental a significant relationship between excessive online gaming
health. The results of the forest plot show that adolescents behavior (addiction) and adolescent mental health. Future
with online game addiction can increase researchers are expected to use this systematic review
study as a reference when trying to assess the impact of
excessive online gaming behavior on adolescent mental
health and relevant and clinically tested prevention and
treatment.

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Author Queries???
AQ6: Kindly cite tables 2 and 3 in text part
AQ7: Kindly cite figure 1 in text part

2 https://oamjms.eu/index.php/mjms/index

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